• Title/Summary/Keyword: Digital media contents

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Case study on Management Strategies of Korean Satellite- DMB Companies: Treasure Island Strategy of Entertainment and Movie Contents:

  • Kim, Seung-Wook;Kim, Kee-Hong
    • International Commerce and Information Review
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    • v.1 no.1
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    • pp.57-66
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    • 2008
  • The best value proposition for the customers of satellite-DMB (hereinafter referred to as the "S-DMB") business in an environment of fierce competition shall be securing the best killer contents and distribute them in reasonable price as a mobile contents platform provider. In an era of merging the broadcasting with the communication, although many new players tapping into the market with state-of-the-art media such as digital convergence, the key to success in the market is dependent on whether the respective digital contents providers retain competitive digital contents which suit the taste of customers. Considering such market conditions, the purpose of this study is to look over the management examples of Korean S-DMB providers which is carrying out business in digital multi-media market and opening up the market, and to analyze the management strategies of domestic S-DMB companies to be the champion in the market.

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On the reading method of Korean old poetry in the digital age (디지털 시대 고전시가 읽기)

  • Yeom, Eun-yeol
    • Journal of Korean Classical Literature and Education
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    • no.16
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    • pp.65-90
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    • 2008
  • This study is on the reading method of Korean old poetry in the digital age. Now days, we are living in digital media. The method of getting, organizing, and producing information is changed a lot. So for keeping pace with this change, we should reflect our teaching method. Of course, the purpose of our reflection is not to follow digital media's method and change or alter existing reading or teaching method, but it is to identify proper own reading strategy of old poetry and adjust existing method for our student who are skilled with digital media. We propose three kinds of method for student readers in school. These are 1) starting like a newspaper reader, 2) getting context (reading, making hyperlink), and 3) figuring as an architect (reading as space or scenery creator). In addition, we think about recent tendency that Korean old poetry is de-constructed and re-constructed as digital contents in digital space. We call it digitalizing of old poetry. The experiencing old poetry as a digital contents is different from reading old poetry, so we cannot alter old poetry reading experience into experience of digital contents. In conclusion, digitalizing contents should be used restrictively to fertilize reading experience of original old poetry.

Responsive new media art research using digital technology (디지털 기술을 활용한 반응형 뉴미디어 아트 연구)

  • Yoon, Hee-Sun;Kim, Ki-Beom;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.337-342
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    • 2020
  • Art work based on computer and internet media technologies such as digital art, computer art, internet art, interactive art. Through examples, we studied the interaction and communication method between the audience and the exhibition objects. It was confirmed that the new media works are expressed in a new form by fusion with various technologies of experimental propensity, and research and analysis of overseas media-related exhibition cases and interactive media use cases of works exhibited at the 'Media City Exhibition' in Korea were conducted. Was able to confirm the main characteristics of new media art. I think it will be a more meaningful study by setting specific criteria and focusing on the fields of application of new media art and comparing and analyzing the future values of the times.

Case Study on Major Digital Media Asset Management Systems (디지털미디어자산관리시스템 사례분석에 관한 연구)

  • Jung, Jin-Taek
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.235-244
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    • 2008
  • The purpose of this paper is to analyze and compare the existing digital media asset management systems and develop a prospective implementation model. As a result of conducting this research, it is recommended that the prospective system consists of an archiving server, a processing server, and an interface system. This result suggests important starting point to develop a resonable and reliable implementation model for digital media asset management system.

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An Exploratory Study on Media Use by Digital Natives (디지털 네이티브 세대의 미디어 이용행태에 관한 탐색적 연구)

  • Koh, Heungseok;Shin, Joonghyun
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.1-10
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    • 2018
  • The study aimed to explore media use by digital natives in Korea. To date, Korea is a country that has both the highest level of digital natives and fastest Internet access in the world. The study also intended to deeply understand the simultaneous activity use of different media and determined the characteristics of Korean digital natives. Based on Korea Media Panel Data for 2015, analyses of the digital natives' traits of time-space, media use, and simultaneous use of media were made through a statistic multi-correspondent method. The results showed that spatial attribute and media use of digital natives are homogeneous in pattern and the degree of simultaneous use of media seems to be limited in type. Moreover, the study suggested the new concept of digital natives' media use and the need for various studies showing the relationship between media use and the Internet generation.

A Study on Fluid Identity in Digital Contents (디지털콘텐츠를 위한 플루이드 아이덴티티 연구)

  • Kim, Hak Min
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.201-212
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    • 2013
  • The purpose of this study are to show a new possibility of identity design to be used as tools of users identity expression, designing digital contents by studying on the methods to express users identities successfully in the digital contents design, and to present the possibility to expand the area of identity design. Digital contents are a communication media in it self, but this study tried to consider the digital contents as a tool of users communication or expression. The identity expression, which are not only makes communications efficient but also lets products and companies acknowledged by users, is one of the most indispensable factors in products competitive power in both the present and the future. However, no define methods of identity expression are settled as well as recognized by users properly and accurately yet, so that this study focuses on that point. Therefore, This study is advanced in the direction of establishing the concept of digital identity for an expansion of the media toward the identity expression in design as well as making researchers in successful identity expression ways by means of actual design, more than a graphic image making that simply decorates a digital contents. The point of this study is to show a new concept of identity design that expresses users identities so as to suggest another possibility of identity design.

Korea and America FTA and Area Broadcasting Contents Activation Plan of Digital Environment (한미 FTA와 디지털 환경의 지역방송 콘텐츠 활성화 방안)

  • Kim, Duk-Mo;Kim, Man-Ki
    • Journal of Digital Convergence
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    • v.6 no.4
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    • pp.73-81
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    • 2008
  • Market penetration of media capital and with domestic broadcasting and communication fusion affect from the contents competitive situation which is general, the digital conversion of ground group broadcasting which follows in like this change tried to point out the hereafter direction of broadcasting contents industry with Korean-American FTA compromises. Further with role of the program heightening of competitiveness plan for the ground group digital contents activation of local broadcasting and loca broadcasting accomplishes the funeral of succession development and area public opinion integration of politics, economy and culture of the community and being understood for a harmony, and proposed a politic alternative in the Broadcast Communications Commission which starts newly and Local Broadcasting Developmental Commission.

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A Study on the Utilization of Projection Mapping in Personal Media (Personal Media에서 Projection Mapping 활용성 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.377-383
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    • 2020
  • This paper studies the current development of personal media and the development of project mapping technology. The speed of social life is speeding up, and information dissemination tends to be fragmented. With the rapid development of mobile technology in recent years, personal media has gradually attracted the attention of people. And now image production and video editing become more and more simple in mobile devices, which provide a basis for the active personal media. The emergence of video content with high creative which is producing by projection mapping. And also providing an attractive new content for the general public. With the popularity of home projector, and the development of mobile terminal projection mapping production application. In the future, it will be possible to use projection mapping to produce personal media contents on the basis of mobile media platform.

Actual Feeling Service Model for Video-Media Contents (영상미디어콘텐츠에 대한 실감 서비스 모델)

  • Lee, Ji-Hye;Yoon, Yong-Ik
    • Journal of Digital Contents Society
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    • v.10 no.3
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    • pp.453-459
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    • 2009
  • In recently, as the interest of media contents increase among internet users, a variety of media contents are circulated in the web. Especially, video-media content in media contents attracts internet user's interest. In conjunction with web 2.0, internet users open and share their making contents by themselves. Their attitude about accepting media contents is not passive but aggressive. Additionally, they create new form of distribution of the flow. Video media content for distribution on the Web is created by experts to a professional content, but Web 2.0 era, the UCC (User Create Contents) in the form of self-produced content is the most. The generated media by the general internet users, but self-produced content, provides video information only and has limitations. To satisfy internet users as consumers in the web 2.0 eras, it has needed to provide actual feeling contents that add various effects not just simple media. Therefore, this paper represents the existing media content with simple information based on the concept of ontology and the meaning to the subject for the media content. We will provide an actual feeling how to offer the configuration of a service model (AF-VS : Actual Feeling Video Service).

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A Study on the Communication of Emotion by using Motion Graphics -Based on TV Commercial Message (모션그래픽을 이용한 감성 커뮤니케이션의 연구 -TV광고를 중심으로-)

  • Lee, Seung-Hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.312-316
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    • 2006
  • Todays many image digital media are in existence. Image digital media are connecting communication closely between receiver and transmitter. Development of image digital media enabled intensive image communication through internet and communicative media. Development of these image digital media brought visual information transmission and time reduction. Image digital media is connecting producers and consumers as indirect intermeditation called advertisement. Development of image digital media made field called motion graphic. Development of motion graphic made a lot of image technique and effect to enable. These ads. images are also operating or performing sensitive-communication by stimulating desire of consumers. An investigator in this study will be in search of an effect and an operation that motion graphic as a field of image expression technique gives insentive communication through an intance investigation.

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